Scenario: AltisBattle area will span both the west and east part of Altis and therefore each side will have two bases one on the west part and the other on the east part of the island. Will be used only one base at a time, depending on the area chosen for the battle.

The Battleground:

Mods: CBA; ACE3 (ATC version); @ATC8; Task Force Radio.

New mission features and rules:

ACE:-No ACE-specific medical system, we will use the vanilla one (we will upload our version of ACE so everybody will have the same) -Advanced ballistics for snipers only-New gameplay for the engineer due the ACE logistic system-fastrope -More stamina for special forces -And more

Line-up time: 12 minutes for the attackers, 6 minutes for the defenders. So no more rush at the start. Exception: if the attackers have a bridgehead in the area, line-up time will be equal. Other exception: the special forces don't have line-up time, so they can do recon.

New capture rules-Only two difficulty levels for sectors instead of 4. Specifically:

- Tigris (AA) and Bardelas (AA), need a driver and an AA operator as gunner-Mortar - Mortar will not be anymore operative the last 20 mins of game.-UGV - UGV and UAV will not anymore operative if the antenna is lost (new)

New: -Kajman and Slammer cargoes can now transport troops, but engineers cannot be transported as passengers.

Battle day and time: Sundays at 18.00 UTCFrequency: weekly during the CampaignLenght: at best of 9 battles* + one extra battle

*This means that if anytime in the campaign it's impossible for a faction to overturn the result and win the campaign (example: 3 areas of disadvantage at the 8th battle) the campaign will end.

New!!!

New Server with improved performances!Preliminary battle date: September 17, 2017Registration opening: OPEN NOW!

-Given a second hellfire to attack chopper.-Added again the radar to Tigris/bardelas-removed autolock to titan AA and AT. Autolock, not the lock itself.-Copilot capability to kayman

Additional Note after release:

-Rockets in attack helis are given back to gunner because otherwise it can cause crash. -The Titan AT lock is vanilla-like, not the ACE one. -remember that we removed a lot of lock-type visual markers last year.

ATC8/Stick&Stone.pbo beta changelog:

-Kayman from 30mm to 20mm gun.-No laser designator on UAV-Added 105mm HE rounds to slammer UP-No grenade-launcher on UGVs-No radar, everywhere-blackfish: less "HP points", no radar.-Modified the damage simulation of AT missiles and rockets to be more RHS-like. -Basically, i used RAM to add penetrators.-ACE Hellfire to attack choppers. But only one missile instead of 2.-Heli rockets are way less effective against armored vehicles. And now they can be used by pilots.-Titan have again a laser guide. But it's the new one, less efficent.-AA vehicles nerfed, especially for damage against infantry.-Namer, no grenade launcher-Replaced the PCML (ATC) with the Carl Gustav from tf47 mod.ATC7/Stick&Stone.pbo changelog:

For a general overview of the mod https://ace3mod.com/wikiis recommended. Here we will put down few tips and insights for player that are new to ACE, how ACE will affect the ATC gameplay, and our module settings.

TIPS & MAJOR FEATURES

Advanced ballistics: Even without the AB activated, the gameplay of the marksman&sniper change with ACE, because change the way of zeroing with high magnitude optics. With AB activated, a sniper/marksman needs to take into account also the wind and the temperature (mainly).

Advanced Fatigue: it's a really different gameplay than the vanilla. Basically is way more stamina draining running around with the rifle ready, high or low. So you need to lower the weapon at rest during long march and manage carefully the pace when you need to advance with the weapon high ready. In any case you will spend less staming during the march but more stamina during the combat. Get use to change the stance of the weapon often, especially with a heavy weapon: it matters. You can feel the difference between a submachinegun with light magazines vs a machinegun with heavy magazines.

Logistics:-You can change damaged wheels and tracks. Wheels everybody, tracks only engineer.-The engineer needs to repair every part of a vehicle singly. You can repair everything with one click only with a repair truck or near a repair facility.-More details for the ATC mission below under module settings.

Explosives: place explosives and mines takes more time. You need to place the exp/mine and choose the trigger or the detonator or the timer. Also they will be visible on the ground.

Move objects: you can easily move objects (placed in the editor, not houses ofc!) with the ACE interaction menù. Is useful to move boxes, or to place a static MG exactly where do you want, instead of disassemble/assemble and cross the fingers. You can also load things like boxes inside vehicle cargo to transport them around the map.

Nametags: To easily understand who are the players around you.

Markers: You can choose the direction of the marker that you want to place on the map. That's make a lot of sense for markers like "ambush" or "arrow".

N.B: 30 toolkits in limited weapon crate. With these settings you need to spend toolkit to partially repair vehicles and you need repair vehicles/facilities/cargos for a complete repair.

Rearm: Rearm amount: all magazine Ammo supply: specific magazines

Cargo, trucks and ground vehicle service area box: one full rearm for every type of ground vehicle.4 helicopter service area boxes: one full rearm for attack chopper per box (1 missile, 38 rockets, 1 gun magazine).

The "Line-up time" is a feature that discourages rushing and allow the defending faction to setup defenses. During the line-up time, leaving the main base is not permitted for both sides. The main base is defined by the red/blue striped area on the map. Failure to comply will result in an instant death and loss of one respawn ticket!

The following slots are exempt from line-up time:

- All SF operators- GOLF ONE and TWO Sniper/Spotter- One SF pilot (labelled as "recon")- UAV/UGVs (they are not human)

The line-up time is set to 6 minutes for defenders and 12 minutes for the attacking side. Transport helicopters and CAS helicopters will be locked for the entire duration of the line-up time (12 minutes) to avoid an early advantage for the defenders air-support.

In case of areas with mixed sectors (red and blue) the line-up time is the same for attackers and defenders.

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